Lets just start over from scratch.  We'll call it osgchar...

Just kidding.  All of this stuff is awesome.  I have to thank whomever was
involved with creating cal3d, rbody, and collada.

Putting all APIs aside for a moment.  How do we implement hardware skinning?
Or is someone already halfway there?  

I am trying to figure out how to apply page 416 of the Orange Book to do
this.  I am still a novice as far as shaders, but I understand the concept.
How do we get the keyframe vertices into the shader?  Do we load the model
with its default stance, and then create a couple uniforms to pass in the
two keyframes?  I guess I'm just not sure how you get the two keyframes you
want to blend, into the shader.

I know there are a whole lot of gotchas that you guys know about that I'm
not aware of.  Like do you do full-body morphing, or submesh morphing.  What
do we do when you have a guy walking, and then wave while he is walking.

I need:
Walk, run, crawl, standing, idle, kneel
Wave, wave frantic, and various other gestures
Man, woman, dog, deer, rabbit, bicyclist

Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Friday, April 20, 2007 05:19
To: osg users
Subject: Re: [osg-users] cal3d lod

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Anders Backman wrote:
> I think he refers to the fact that Collada does support skinning and 
> skeleton animation together with just about everything else.
> To get an efficient pipeline one would like to avoid 19 different file 
> formats just to get a character to move around.
> There are already exporters for collada, so its more of a matter of 
> writing a CA library that makes use of it.
> But as it is a rather large task, we are very thankful to Bruno for 
> writing the initial version.
> And for everyone else that keeps it going.

That's true, however it doesn't really solve the animation issues, only the
export. I export a Collada file and then what? Do we have code which can
load, animate and control a skinned and animated character from it in a
meaningful manner? I am not aware of that.

I do not see Collada ever replacing tools such as Replicant providing
high-level animation APIs - Collada is an asset exchange format, not an
animation tool. That we can write a simple loader displaying Collada guy
playing a keyframe animation in OSG? Fine, and? Will it support procedural
animation? Non sliding walk? Animation blending? Actions composed out of
several animations? Inverse kinematics? I do not think so. However these are
examples of issues that I commonly need in simulations. Replicant and Cal3D
satisfy them only partially at the moment, but this kind of development
should be done there, not in the Collada standard. Most likely people behind
Collada are not even interested in these issues because that was never the
purpose of this standard.

I am not against Collada, however I see it as a bit of an orthogonal issue
to the problems discussed. Even Cal3D could probably animate
Collada-specified characters, but that still doesn't address the problem
that Cal3D has no hardware skinning at the moment and its design is a bit
deficient in places - for example if you want to support procedural
animation it is a pain to do.

Jan

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